p-Index From 2021 - 2026
7.413
P-Index
This Author published in this journals
All Journal Ilmu Pendidikan Jurnal Manajemen Pendidikan: Jurnal Ilmiah Administrasi, Manajemen dan Kepemimpinan Pendidikan Jurnal Pendidikan Anak Usia Dini Undiksha Publikasi Pendidikan Jurnal Sekolah Dasar Jurnal CARE REFLEKSI EDUKATIKA Jurnal Penelitian dan Pengembangan Pendidikan Luar Biasa Jurnal Ortopedagogia Journal of ICSAR Jurnal Penelitian dan Pengembangan Pendidikan Luar Biasa Jurnal ORTOPEDAGOGIA Ilmu Pendidikan: Jurnal Kajian Teori dan Praktik Kependidikan Jurnal Pendidikan (Teori dan Praktik) Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini Jurnal PG-PAUD Trunojoyo : Jurnal Pendidikan dan Pembelajaran Anak Usia Dini AL-ATHFAL : JURNAL PENDIDIKAN ANAK Jurnal Ilmiah POTENSIA Cakrawala Dini : Jurnal Pendidikan Anak Usia Dini JURNAL PENDIDIKAN TAMBUSAI Jurnal Basicedu Efektor Aulad : Journal on Early Childhood Generasi Emas: Jurnal Pendidikan Islam Anak Usia Dini Jurnal Penelitian dan Pengembangan Pendidikan Anak Usia Dini Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini Islamika: Jurnal Keislaman dan Ilmu Pendidikan Jurnal Karinov Dinasti International Journal of Education Management and Social Science Jurnal PAUD: Kajian Teori dan Praktik Pendidikan Anak Usia Dini Jurnal Graha Pengabdian MURHUM : JURNAL PENDIDIKAN ANAK USIA DINI Dharmas Education Journal (DE_Journal) Journal of Instructional and Development Researches Journal of Education Research Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Journal of Comprehensive Science Jurnal Basicedu JP (Jurnal Pendidikan) : Teori dan Praktik Jurnal Mutiara Pendidikan Communication and Information Journal DZURRIYAT : Jurnal Pendidikan Islam Anak Usia Dini Jurnal Pendidikan Islam Khirani: Jurnal Pendidikan Anak Usia Dini SIBERNETIK: Jurnal Pendidikan dan Pembelajaran Proceedings Series of Educational Studies Jurnal Pendidikan Anak Al Hikmah: Indonesian Journal of Early Childhood Islamic Education
Claim Missing Document
Check
Articles

GAME INTERAKTIF BERBASIS UNIVERSAL DESIGN LEARNING BAGI SISWA SLOW LEARNER DI SEKOLAH INKLUSI Putri Zachrotul Chumairo; Mohammad Efendi; Ahmad Samawi; Diniy Hidayaturrahman; Ediyanto Ediyanto; Asep Sunandar
Jurnal Pendidikan (Teori dan Praktik) Vol 6 No 2 (2021): Vol. 6 No. 2 (2021): Volume 6, Nomor 2, September 2021
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (175.415 KB) | DOI: 10.26740/jp.v6n2.p123-128

Abstract

Slow learning is a learning disability in children that greatly slows down the learning process so that every learning activity takes longer than their peers. Universal Design for Learning (UDL) is a learning design defined as the design of material that is generally made to be more easily understood by diverse students in an inclusive classroom. That way, UDL aims to minimize learning difficulties for students with different learning needs, including students with special needs. In learning, media is an important factor that helps support learning success, especially for students with special needs, including children who are slow to learn. Learning media that are considered suitable to support the success of children slow to learn are interactive games whose core material is presented in the form of videos that are enhanced with audio and visual media. Audio media with narrated and text, graphics, images, visual animations, and interesting kinesthetic interactions to sharpen students' abilities. The method used to create this article is literature review from various relevant sources. The result of this study is that the use of interactive game learning media based on Universal Design Learning (UDL) can help provide convenience for slow learner students in understanding the subject matter at school.
PENGEMBANGAN APLIKASI GAME TEKA - TEKI GUEST THE ALPHA UNTUK MENGENALKAN ALFABET PADA ANAK USIA 5 – 6 TAHUN Audylia Ilma Sandy; Ahmad Samawi; Nur Anisa
Jurnal Penelitian dan Pengembangan Pendidikan Anak Usia Dini Vol 9, No 1 (2022): JPP PAUD Untirta
Publisher : Early Childhood Teacher Education Department UNIVERSITAS SULTAN AGENG TIRTAYASA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/jpppaud.v9i1.14634

Abstract

Pengenalan alfabet pada anak usia dini sangat penting untuk kelanjutan perkembangan bahasa anak selanjutnya. Oleh karena itu, diperlukan suatu mendia interaktif yang menarik untuk mengenalkan huruf alfabet kepada anak. Tujuan penelitian ini adalah menghasilkan produk berupa Game teka-teki Guest The Alpha berbasis android untuk mengenalkan huruf alfabet pada anak usia 5-6 tahun. Game ini terdiri dari 4 level permainan. Instrumen yang digunakan penelitian ini adalah wawancara dan angket. Teknik analisisi yang digunakan adalah analisis data terlihat dari hasil uji kelayakan ahli media dengan persentasi skor sebesar 93,33% dan hasil uji kelayakan ahli materi diperoleh skor 87,14% Selain itu, hasil uji coba kelompok kecil dan uji coba kelompok besar, yang diperoleh hasil persentase sebesar 81,77 % dan 90.05%. Sehingga dapat disimpulkan bahwa Game teka-teki Guest The Alpha layak dan menarik untuk mengenalkan huruf alfabet pada anak usia 5-6 tahun.
Improving Reading Skills Of Beginning Deaf Students Through Global Reflective Maternal Methods Controlled Learning Motivation Putri Kartika Ningsih; Mohammad Efendi; Ahmad Samawi
Journal of ICSAR Vol 6, No 2 (2022): July
Publisher : Department of Special Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um005v6i22022p237

Abstract

Deaf students have barriers to listening skills, so they need appropriate and structured instruction for teaching early reading. Researchers combined MMR and the global method into the Global Reflective Maternal Method (MMG) for early reading learning for deaf students at the elementary level. Learning motivation needs to be owned by students both intrinsic and extrinsic. Through this research, the researcher wanted to know the effect of the application of MMG on the early reading skills controlled by the learning motivation of the basic level deaf students in SLB Kabupaten Madiun. The real experimental method (true experimental) was applied in this study with a pretest posttest control group design. The results pre-test of the initial reading skills of the control group had an average of 33.5 percent with less criteria, and the experimental group had an average of 28.6 percent with less criteria. The post test of the control group had an average of 32.8 percent with less criteria, and the experimental group had an average of 62.1 percent with sufficient criteria. Based on the significant test through t-test mean pre-test and post-test and compare the results of t-test with t-table 5 percent. The results of the significance test showed t equals 3.42 less than t table 5 percent equals 1.79 then the results were significant. Reinforced the results of the hypothesis test with the results of 3.42 less than 1.79 which means the Global Reflective Maternal Method (MMG) has an effect on the beginning reading skills of basic deaf students in SLB Kabupaten Madiun. The results of the observation of the learning motivation of the control group and the experimental group showed that the motivation of the experimental group was better than the control group. And when compared, the learning outcomes of the experimental group were higher than the control group.
GAME INTERAKTIF BERBASIS UNIVERSAL DESIGN LEARNING BAGI SISWA SLOW LEARNER DI SEKOLAH INKLUSI Putri Zachrotul Chumairo; Mohammad Efendi; Ahmad Samawi; Diniy Hidayaturrahman; Ediyanto Ediyanto; Asep Sunandar
Jurnal Pendidikan (Teori dan Praktik) Vol 6 No 2 (2021): Vol. 6 No. 2 (2021): Volume 6, Nomor 2, September 2021
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jp.v6n2.p123-128

Abstract

Slow learning is a learning disability in children that greatly slows down the learning process so that every learning activity takes longer than their peers. Universal Design for Learning (UDL) is a learning design defined as the design of material that is generally made to be more easily understood by diverse students in an inclusive classroom. That way, UDL aims to minimize learning difficulties for students with different learning needs, including students with special needs. In learning, media is an important factor that helps support learning success, especially for students with special needs, including children who are slow to learn. Learning media that are considered suitable to support the success of children slow to learn are interactive games whose core material is presented in the form of videos that are enhanced with audio and visual media. Audio media with narrated and text, graphics, images, visual animations, and interesting kinesthetic interactions to sharpen students' abilities. The method used to create this article is literature review from various relevant sources. The result of this study is that the use of interactive game learning media based on Universal Design Learning (UDL) can help provide convenience for slow learner students in understanding the subject matter at school.
PENGEMBANGAN APLIKASI GAME TEKA - TEKI GUEST THE ALPHA UNTUK MENGENALKAN ALFABET PADA ANAK USIA 5 – 6 TAHUN Audylia Ilma Sandy; Ahmad Samawi; Nur Anisa
Jurnal Penelitian dan Pengembangan Pendidikan Anak Usia Dini Vol 9, No 2 (2022): JPP PAUD Untirta
Publisher : Early Childhood Teacher Education Department UNIVERSITAS SULTAN AGENG TIRTAYASA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/jpppaud.v9i2.14523

Abstract

Pengenalan alfabet pada anak usia dini sangat penting untuk kelangsungan perkembangan bahasa anak selanjutnya. Oleh karena itu, pengenalan alfabet pada anak membutuhkan media interaktif yang menarik. Tujuan penelitian ini adalah menghasilkan produk berupa Game teka-teki Guest The Alpha berbasis android untuk meningkatkan literasi anak dengan mengenalkan alfabet pada anak usia 5-6 tahun. Game ini terdiri dari 4 level permainan. Instrumen yang digunakan penelitian ini adalah wawancara dan angket. Teknik analisisi yang digunakan adalah analisis data terlihat dari hasil uji kelayakan ahli media dengan persentasi skor sebesar 93,33% dan hasil uji kelayakan ahli materi diperoleh skor 87,14% Selain itu, hasil uji coba kelompok kecil dan uji coba kelompok besar, yang diperoleh hasil persentase sebesar 81,77 % dan 90.05% sehingga dapat disimpulkan bahwa Game Guest The Alpha layak dan menarik untuk mengenalkan alfabet pada anak usia 5-6 tahun.
Pengaruh Pembelajaran Tatap Muka Terbatas Terhadap Kemandirian Anak Stefani Corisa Putri; Ahmad Samawi; Nur Anisa
PG-PAUD Trunojoyo Vol 10, No 1 (2023)
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/pgpaudtrunojoyo.v10i1.17651

Abstract

This research aims to describe and calculate the major effect of limited face-to-face learning in Kindergarten Kemala Bhayangkari 100 Malang. The research uses a quantitative approach with the type of correlational research with Spearman correlational analysis techniques through SPSS. The subjects studied were all children from Groups A and B with a side random sampling of 32 children, each class containing 8 children. Data collection using questionnaires, documentation, and interviews with teachers and parents. The results of the study show that the correlation coefficient is 0.571. This means that the effect of limited face-to-face learning on children's independence is strong. The hypothesis test shows that the t count is 3.78 greater than the ttable 2.750. From the results of the t-test showed that Ha was accepted while H0 was rejected. This means that there is a limited effect of face-to-face learning on children's independence in Kindergarten Kemala Bhayangkari 100 Malang which has a positive value. A higher level of face-to-face learning has a good influence on the high level of independence in children, as evidenced by the early admission of children there were 30 children in class B who could not wear their shoes, along with face-to-face learning at school with the efforts of teachers who provide various activities to train children's independence so that children are ready to continue to the higher education level.
The Development of “Domi Kids” Android Based Application for Children Karima Yustyalatifa; Ahmad Samawi; I Wayan Sutama; Munaisra Tri Tirtaningsih
CAKRAWALA DINI: JURNAL PENDIDIKAN ANAK USIA DINI Vol 13, No 1 (2022): May 2022
Publisher : UPI Kampus Cibiru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (502.654 KB) | DOI: 10.17509/cd.v13i1.45186

Abstract

The process of teaching religious values in early childhood can be done in various ways, such as an Android-based application. The use of android-based learning media makes the learning process more practical, effective, and efficient. Domi Kids application is designed to make it easier for children to learn to memorize daily prayers and short surah and assist parents in providing positive content during the child`s learning process using technology. The purpose of this research is to produce a mobile learning application product that contains daily prayers, short surah, and mini game to stimulate the ability of children ages 5-6 years to comprehend language, specifically memorizing daily prayers and short surah that are effective, efficient, and attractive. This study uses development research, which uses a simplified development model from ADDIE which includes: 1) Analysis, 2) Design, 3) Development, 4) Implementation, 5) Evaluation. The results showed that the Domi Kids application obtained a score of 97.02%, which means that the validation results are included in the very valid and usable level of validity.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS POP UP BOOK AUDIOVISUAL TENTANG TATA CARA BERWUDHU UNTUK ANAK TK KELOMPOK B Rizka Putri Cahyani; Ahmad Samawi; Rosyidamayani Twinsari Maningtya
CAKRAWALA DINI: JURNAL PENDIDIKAN ANAK USIA DINI Vol 11, No 2 (2020): November 2020
Publisher : UPI Kampus Cibiru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (60.774 KB) | DOI: 10.17509/cd.v11i2.28281

Abstract

Pengembangan nilai agama dan moral sangat penting ditanamkan sejak dini kepada anak karena berkenaan dengan pembentukan akhlak yang merupakan modal dalam kehidupan anak kelak. Dalam Permendikbud no. 137 tahun 2014 pasal 10 menyatakan bahwa, tingkat pencapaian perkembangan anak usia 5-6 tahun. Salah satunya tentang mengerjakan ibadah. Dalam pembiasaan pembelajaran tata cara berwudhu. Hasil analisis kebutuhan pengembangan,variasi media untuk membiasakan  tata cara berwudhu bagi AUD masih terbatas. Pengamatan peneliti dari beberapa sekolah, media yang digunakan guru yaitu gambar, dan miniatur. Peneliti memandang perlu adanya pengembangan media pembelajaran berbasis pop up book audiovisual tentang tata cara berwudhu. Pop up book dinilai dari 3 aspek yakni keefesiensi, kemenarikan, dan keefektifan. Pop up book  di modifikasi dengan fitur audio bertujuan memudahkan anak memahami gerakan berwudhu, niat dan doa setelah berwudhu. Metode penelitian yang digunakan yaitu model pengembangan ADDIE. Hasil penilaian  validasi ahli materi dan ahli media menunjukkan presentase 88% yang berarti sangat valid, hasil penilaian dari ahli pengguna sebesar 92% yang berarti sangat menarik, hasil dari penilaian capaian belajar anak sebesar 97% yang berarti sangat efektif. Hasil seluruh penilaian validasi media pembelajaran pop up book audiovisual tentang tata cara berwudhu pada anak TK Kelompok B menunjukkan presentase 92% mengartikan media ini sangat layak digunakan.
Pengembangan Buku Cerita Bergambar Berbasis Kode QR Dengan Insersi Budaya Lokal Lestari Christine Hura; Ahmad Samawi; Wuri Astuti
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 7, No 3 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v7i3.2791

Abstract

Era digitalisasi saat ini sangat mempengaruhi aspek sosial emosional anak, hal ini di akibatkan karena berkurangnya kesempatan belajar anak dengan lingkungan. Artikel ini bertujuan menghasilkan sumber belajar berupa buku cerita bergambar yang memanfaatkan budaya lokal untuk menstimulasi sosial emosional anak usia 5-6 tahun  berbasis kode QR. Penelitian ini menggunakan metode  Research and Development dengan modifikasi model ADDIE. Penilaian produk melibatkan  ahli dan pengguna (Guru Anak). Pengumpulan data validasi produk oleh ahli dan pengguna (Guru) menggunakan angket, sedangkan pengumpulan data pada uji coba produk yang dilaksanakan kepada 18 anak di KB TK Lab UM pada tanggal 19 hingga 20 April 2022 menggunakan lembar observasi. Hasil uji validasi dan uji coba produk kemudian di analisis menggunakan analisis data kualitatif dan kuantitatif yang dikembangkan oleh Akbar. Hasil analisis menunjukkan bahwa produk yang dikembangkan mampu merangsang kegiatan belajar anak dalam menstimulasi sosial emosional melalui inovasi sumber belajar yang menarik, efektif dan efisien.
Pengembangan Busy Book Berbasis Loose Parts Untuk Melatih Problem Solving Anak Usia Dini Maya Nabila; Ahmad Samawi; Imron Arifin
Journal of Instructional and Development Researches Vol. 3 No. 4 (2023): August
Publisher : Yayasan Indonesia Emerging Literacy Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53621/jider.v3i4.242

Abstract

Busy Book berbasis loose parts merupakan media pembelajaran yang dibuat dengan bahan dasar kain flanel yang dijahit membentuk sebuah buku berukuran 24 x 25 cm. adapun tujuan dari penelitian yakni 1) Menghasilkan sebuah produk yakni busy book berbasis media loose parts untuk melatih kemampuan problem solving anak usia dini. 2) Menguji validitas busy book berbasis media loose parts untuk melatih kemampuan problem solving anak usia dini. Rancangan penelitian ini dilakukan dengan konsep ADDIE (Analyze, Design, Develop, Implement). Uji coba dilakukan berdasarkan evaluasi ahli materi dan media, uji coba kelompok kecil, penilaian respon guru dan peserta didik, serta uji coba kelompok besar dengan menggunakan teknik analisis data secara kuantitatif dan kualitatif. Data uji coba dianalisis secara kuantitatif yang diinterpretasikan secara kualitatif. Hasil dari penelitian ini menunjukkan bahwa tingkat validitas media busy book untuk melatih kemampuan problem solving anak usia 5-6 tahun berdasarkan hasil validasi ahli media memperoleh skor 76 % atau memperoleh kriteria valid, berdasarkan hasil validasi ahli materi memperoleh skor 78,66 % atau termasuk dalam kriteria valid, hasil penilaian respon guru memperoleh skor 92,5 % atau masuk dalam kriteria sangat praktis, penilaian respon peserta didik memperoleh skor 96,66 % yang dapat dikategorikan sangat praktis. Hasil uji coba kelompok kecil memperoleh skor 97,3 % atau masuk dalam kriteria sangat praktis dan hasil uji coba kelompok besar memperoleh skor 91,33 % atau masuk dalam kriteria sangat praktis. Sehingga, dapat disimpulkan bahwa busy book berbasis loose parts bisa digunakan untuk melatih kemampuan problem solving anak usia 5-6 tahun.
Co-Authors A.A. Ketut Agung Cahyawan W Abdiana Abdiana, Abdiana Adam Yahya Adam Yahya, Adam Agung Kurniawan Agung Kurniawan Ajeng Putri Pratiwi Akhmad Zahrani Alfi Rohmatul Azizah Alif Mudiono Ana Nirawati Andriani, Daniar Anis Shofiyatul Izzah Annisa Nur Aziza Aprilia Ema Wardhani Asep Sunandar Asim Asim Asyhari, Rahayu Audylia Ilma Sandy Ayu Anggraini, Intan Aziza, Annisa Nur Damayani, Rosyi Danang Dwi Purnomo Dedi Kuswandi Dewi Sulasriani Diniy Hidayatur Rahman Ediyanto Eka Chandra Fitriasari Endah Laksanawati Eny Nur Aisyah Evania Yafie Fadhila, Meinawati Eka Nur Fadila Nanda Aulia Fananie, Zakia Alvin Fananie, Zakia Alvin Fathona Glykeros Alba Ferinda, Sevita Martha Firda Nurmala Hayati Firdyanisa, Rizqi Nur Fajriyah H Tarulibasa Siahaan, Gloria Hannisa Safira Wafiana Hardika Hardika, Hardika Hartini Hartini I Wayan Sutama Iftidatul Nurul Maiyah Ika Puji Lestari Ika Puji Lestari Imron Arifin Inayatur Robbaniyah Insan Kamila, Mayra Ismanura Firdaus Izzatul Munawarah Junaidi, Ahsan Romadlon Karima Yustyalatifa Khairuddin, Khairul Farhah Binti Kristanthree, Talia Layli Hidayah Lenita Puspitasari Lestari Christine Hura Lia Ayuning Tiasari Lilis Sunarti M Shodiq Maningtya, Rosyi Damayani Twinsari Maningtyas, Rosyi Damayani Twinsari Maningtyas, Rosyi Damayani Twinsari Maningtyas, Rosyidamayani Twin Manningtyas, Rosyi Damayani Twinsari Maufiroh, Ulfi Maulidya, Farida Nur Maya Nabila Mohammad Efendi Mudiono , Alif Mufidah, Faizatul Mufidah, Wida Al Muh. Arafik Muh. Arafiq Muh. Arafiq Munaisra Tri Tirtaningsih Musleh Harry Nafisa Nurani Aulia Niky Dewi Karunia Mariana Ninuk Wahyunita Sari Ninuk Wahyunita Sari, Ninuk Wahyunita Nur Anisa Nur Anisa Nur Hana Azizah Oktaviani Dewi Nur Hidayah, Prahartiwi, Melinia Pramono Pramono Pramono Putra, Yudhitia Dian Putra, Yudithia Dian Putra, Yudithia Dian Putri Kartika Ningsih Putri Zachrotul Chumairo Putri, Novia Fahdiana Rahmah, Putri Nadia Khoirina Retno Dwi Aprilia Retno Tri Vulandari Retno Tri Wulandari Rizka Putri Cahyani rofiqoh rofiqoh Romadlon Junaidi, Ahsan Rosyi Damayani Twinsari Maningtyas Rosyidamayani Twinsari Maningtya RUMAHORBO, ROSMAWATY Sa'dun Akbar Safiul Ummah, Umi Salehuddin, Shafira Nurulita Salehudin, Shafira Nurulita Salsabila, Ana Sandy Tegariyani Putri Santoso Sidarta, Martin Sihkabuden Sihkabuden Sirken, Monika Siswantini, Yuli Sri Wahyuni Sri Wahyuni Stefani Corisa Putri Sulistyorini Sulistyorini, Sulistyorini Suryiani, Irma Tegariyani, Sandy Teofilus Seisoria, Manggalagita Tomas Iriyanto Umi Safiul Ummah Untariana, Ajeng Fitri Usep Kustiawan Uswatun Khasanah Utamimah, Sri Wulandari, Retno Tri Wuri Astuti Yudithia Dian Putra Yuliana, Atik Zeni Abidah Zulfa Lailatuz Zulfa, Dina Jauharotuz